CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 636

_id sigradi2020_991
id sigradi2020_991
authors Gomez, Paula; Hadi, Khatereh; Kemenova, Olga; Swarts, Matthew
year 2020
title Spatiotemporal Modeling of COVID-19 Spread in Built Environments
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 991-996
summary This research proposes a Spatiotemporal Modeling approach to understand the role of architecture, specifically the built environment, in the COVID-19 pandemic. The model integrates spatial and temporal parameters to calculate the probability of spread of and exposure to SARS-CoV-2 virus (responsible of COVID-19 disease) due to the combination of four aspects: Spatial configuration, organizational schedules, people’s behavior, and virus characteristics. Spatiotemporal Modeling builds upon the current models of building analytics for architecture combined with predictive models of COVID-19 spread. While most of the current research on COVID-19 spread focuses on mathematical models at regional scales and the CDC guidelines emphasizing on human behavior, our research focuses on the role of buildings in this pandemic, as the intermediate mechanism where human and social activities occur. The goal is to understand the most significant parameters that influence the virus spread within built environments, including human-to-human, fomite (surface-to-human), and airborne ways of transmission, with the purpose of providing a comprehensive parametric model that may help identify the most influential design and organizational decisions for controlling the pandemic. The proof-of-concept study is a healthcare facility.
keywords Spatiotemporal modeling, Agent-based simulation, COVID-19, Virus spread, Built environments, Human behavior, Social distancing
series SIGraDi
email
last changed 2021/07/16 11:53

_id acadia20_290
id acadia20_290
authors Stuart-Smith, Robert; Danahy, Patrick; Revelo La Rotta, Natalia
year 2020
title Topological and Material Formation
doi https://doi.org/10.52842/conf.acadia.2020.1.290
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 290-299.
summary Extrusion-based additive manufacturing (AM) is gaining traction in the construction industry, offering lower environmental and economic costs through reductions in material and production time. AM designs achieve these reductions by increasing topological and geometric complexity, and through variable material distribution via custom-programmed robot tool paths. Limited approaches are available to develop AM building designs within a topologically free design search or to leverage material affects relative to structural performance. Established methods such as topological structural optimization (TSO) operate primarily within design rationalization, demonstrating less formal or aesthetic diversity than agent-based methods that exhibit behavioral character. While material-extrusion gravitational affects have been explored in AM research using viscous materials such as concrete and ceramics, established methods are not sufficiently integrated into simulation and structural analysis workflows. A novel three-part method is proposed for the design and simulation of extrusion-based AM that includes topoForm, an evolutionary multi-agent software capable of generating diverse topological designs; matForm, an agent-based AM robot tool-path generator that is geometrically agnostic and adapts material effects to local structural and geometric data; and matSim, a material-physics simulation environment that enables high-resolution AM material effects to be simulated and structurally and aesthetically analyzed. The research enables designers to incorporate and simulate material behavior prior to fabrication and produce instructions suitable for industrial robot AM. The approach is demonstrated in the generative design of four AM column-like elements.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_160
id acadia20_160
authors Sun, Yunjuan; Jiang, Lei; Zheng, Hao
year 2020
title A Machine Learning Method of Predicting Behavior Vitality Using Open Source Data
doi https://doi.org/10.52842/conf.acadia.2020.2.160
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 160-168.
summary The growing popularity of machine learning has provided new opportunities to predict certain behaviors precisely by utilizing big data. In this research, we use an image-based neural network to explore the relationship between the built environment and the activity of bicyclists in that environment. The generative model can produce heat maps that can be used to predict quantitatively the cycling and running activity in a given area, and then use urban design to enhance urban vitality in that area. In the machine learning model, the input image is a plan view of the built environment, and the output image is a heat map showing certain activities in the corresponding area. After it is trained, the model yields output (the predicted heat map) at an acceptable level of accuracy. The heat map shows the levels and conditions of the subject activity in different sections of the built environment. Thus, the predicted results can help identify where regional vitality can be improved. Using this method, designers can not only predict the behavioral heat distribution but also examine the different interactions between behaviors and aspects of the environment. The extent to which factors might influence behaviors is also studied by generating a heat map of the modified plan. In addition to the potential applications of this approach, its limitations and areas for improvement are also proposed.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ijac202018304
id ijac202018304
authors Aagaard, Anders Kruse and Niels Martin Larsen
year 2020
title Developing a fabrication workflow for irregular sawlogs
source International Journal of Architectural Computing vol. 18 - no. 3, 270-283
summary In this article, we suggest using contemporary manufacturing technologies to integrate material properties with architectural design tools, revealing new possibilities for the use of wood in architecture. Through an investigative approach, material capacities and fabrication methods are explored and combined towards establishing new workflows and architectural expressions, where material, fabrication and result are closely interlinked. The experimentation revolves around discarded, crooked oak logs, doomed to be used as firewood due to their irregularity. This project treats their diverging shapes differently by offering unique processing to each log informed by its particularities. We suggest here a way to use the natural forms and properties of sawlogs to generate new structures and spatial conditions. In this article, we discuss the scope of this approach and provide an example of a workflow for handling the discrete shapes of natural sawlogs in a system that involve the collection of material, scanning/digitisation, handling of a stockpile, computer analysis, design and robotic manufacturing. The creation of this specific method comes from a combination of investigation of wood as a material, review of existing research in the field, studies of the production lines in the current wood industry and experimentation through our in-house laboratory facilities. As such, the workflow features several solutions for handling the complex and different shapes and data of natural wood logs in a highly digitised machining and fabrication environment. This up-cycling of discarded wood supply establishes a non-standard workflow that utilises non-standard material stock and leads to a critical articulation of today’s linear material economy. The project becomes part of an ambition to reach sustainable development goals and technological innovation in global and resource-intensive architecture and building industry.
keywords Natural wood, robotic fabrication, computation, fabrication, research by design
series journal
email
last changed 2020/11/02 13:34

_id caadria2020_403
id caadria2020_403
authors Ghandi, Mona
year 2020
title Reducing Energy Consumption through Cyber-Physical Adaptive Spaces and Occupants' Biosignals
doi https://doi.org/10.52842/conf.caadria.2020.2.121
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 121-130
summary The field of architecture has long embraced adaptive approaches to address issues of sustainability and efficiency. Building energy consumption accounts for about 40% of the total energy consumption in the U.S. This energy is mainly used for lighting, heating, cooling, and ventilation. Researches show that 30% of that energy is wasted. One of the main reasons for such high energy waste in the commercial (and even private) sectors is a generic assumption about the occupants' preferences. To fill this gap, the objective of this project is to optimize building energy retrofits by creating smart environments that autonomously respond to the occupants' comfort level using affective computing and adaptive systems. This adaptive approach will help optimizing energy consumption without sacrificing occupants' comfort through passive cooling and heating strategy, responding to occupants' preferences detected from their biological and neurological data. Progress towards achieving this goal will make building energy costs more affordable to the benefit of families and businesses and reduce energy waste.
keywords Human-Computer Interaction; Optimizing Energy Consumption; Sustainability + High Performance Built Environment; Adaptive and Interactive Architecture; Cyber-Physical Spaces, Affective Computing, Occupants’ Comfort and Well-Being
series CAADRIA
email
last changed 2022/06/07 07:51

_id ijac202018103
id ijac202018103
authors Kimm, Geoff
year 2020
title Actual and experiential shadow origin tagging: A 2.5D algorithm for efficient precinct-scale modelling
source International Journal of Architectural Computing vol. 18 - no. 1, 41-52
summary This article describes a novel algorithm for built environment 2.5D digital model shadow generation that allows identities of shadowing sources to be efficiently precalculated. For any point on the ground, all sources of shadowing can be identified and are classified as actual or experiential obstructions to sunlight. The article justifies a 2.5D raster approach in the context of modelling of architectural and urban environments that has in recent times shifted from 2D to 3D, and describes in detail the algorithm which builds on precedents for 2.5D raster calculation of shadows. The algorithm is efficient and is applicable at even precinct scale in low-end computing environments. The simplicity of this new technique, and its independence of GPU coding, facilitates its easy use in research, prototyping and civic engagement contexts. Two research software applications are presented with technical details to demonstrate the algorithm’s use for participatory built environment simulation and generative modelling applications. The algorithm and its shadow origin tagging can be applied to many digital workflows in architectural and urban design, including those using big data, artificial intelligence or community participative processes.
keywords 2.5D raster, actual and experiential shadow origins, generative techniques, participatory built environment simulation, reactive scripting for design
series journal
email
last changed 2020/11/02 13:34

_id ijac202018405
id ijac202018405
authors Olga Mesa, Saurabh Mhatre and Dan Aukes
year 2020
title CREASE: Synchronous gait by minimizing actuation through folded geometry
source International Journal of Architectural Computing vol. 18 - no. 4, 385–403
summary The Age of the Fourth Industrial Revolution promises the integration and synergy of disciplines to arrive at meaningful and comprehensive solutions. As computation and fabrication methods become pervasive, they present platforms for communication. Value exists in diverse disciplines bringing their approach to a common conversation, proposing demands, and potentials in response to entrenched challenges. Robotics has expanded recently as computational analysis, and digital fabrication methods are more accurate and reliable. Advances in functional microelectromechanical components have resulted in the design of new robots presenting alternatives to traditional ambulatory robots. However, most examples are the result of intense computational analysis necessitating engineering expertise and specialized manufacturing. Accessible fabrication methods like laminate techniques propose alternatives to new robot morphologies. However, most examples remain overly actuated without harnessing the full potential of folds for locomotion. Our research explores the connection between origami structures and kinematics for the generation of an ambulatory robot presenting efficient, controlled, and graceful gait with minimal use of components. Our robot ‘Crease’ achieves complex gait by harnessing kinematic origami chains rather than relying on motors. Minimal actuation activates the folds to produce variations in walk and direction. Integrating a physical iterative process with computational analysis, several prototypes were generated at different scales, including untethered ones with sensing and steering that could map their environment. Furthering the dialogue between disciplines, this research contributes not only to the field of robotics but also architectural design, where efficiency, adjustability, and ease of fabrication are critical in designing kinetic elements.
keywords Digitals fabrication, robotics, origami, laminate construction, smart geometry, digital manufacturing and materials, smart materials
series journal
email
last changed 2021/06/03 23:29

_id ijac202220109
id ijac202220109
authors Ortner, F. Peter; Jing Zhi Tay
year 2022
title Resilient by design: Informing pandemic-safe building redesign with computational models of resident congestion
source International Journal of Architectural Computing 2022, Vol. 20 - no. 1, pp. 129–144
summary This paper describes a computational design-support tool created in response to safe-distancing measures enforced during the COVID-19 pandemic. The tool was developed for a specific use case: understanding congestion in crowded migrant worker dormitories that experienced high rates of COVID-19 transmission in 2020. Building from agent-based and network-based computational simulations, the tool presents a hybrid method for simulating building resident movements based on known or pre-determined schedules and likely itineraries. This hybrid method affords the design tool a novel approach to simultaneous exploration of spatial and temporal design scenarios. The paper demonstrates the use of the tool on an anonymised case study of a high-density migrant worker dormitory, comparing results from a baseline configuration against design variations that modify dormitory physical configuration and schedule. Comparisons between the design scenarios provide evidence for reflections on pandemic-resilient design and operation strategies for dor- mitories. A conclusions section considers the extent to which the model and case study results are applicable to other dense institutional buildings and describes the paper’s contributions to general understanding of configurational and operational aspects of resilience in the built environment.
keywords Design for resilience, evidence-based design, design support, agent-based model, schedule-based model, network analysis
series journal
last changed 2024/04/17 14:29

_id ecaade2020_138
id ecaade2020_138
authors Patel, Sayjel Vijay, Tchakerian, Raffi, Lemos Morais, Renata, Zhang, Jie and Cropper, Simon
year 2020
title The Emoting City - Designing feeling and artificial empathy in mediated environments
doi https://doi.org/10.52842/conf.ecaade.2020.2.261
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 261-270
summary This paper presents a theoretical blueprint for implementing artificial empathy into the built environment. Transdisciplinary design principles have oriented the creation of a new model for autonomous environments integrating psychology, architecture, digital media, affective computing and interactive UX design. 'The Emoting City', an interactive installation presented at the 2019 Shenzhen Bi-City Biennale of Urbanism/Architecture, is presented as a first step to explore how to engage AI-driven sensing by integrating human perception, cognition and behaviour in a real-world scenario. The approach described encompasses two main elements: embedded cyberception and responsive surfaces. Its human-AI interface enables new modes of blended interaction that are conducive to self-empathy and insight. It brings forth a new proposition for the development of sensing systems that go beyond social robotics into the field of artificial empathy. The installation innovates in the design of seamless affective computing that combines 'alloplastic' and 'autoplastic' architectures. We believe that our research signals the emergence of a potential revolution in responsive environments, offering a glimpse into the possibility of designing intelligent spaces with the ability to sense, inform and respond to human emotional states in ways that promote personal, cultural and social evolution.
keywords Artificial Intelligence; Responsive Architecture; Affective Computation; Human-AI Interfaces; Artificial Empathy
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2020_436
id caadria2020_436
authors Teng, Teng and Sabin, Jenny
year 2020
title PICA - A Designer Oriented Low-Cost Personal Robotic Fabrication Platform for Sketch Level Prototyping
doi https://doi.org/10.52842/conf.caadria.2020.2.473
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 473-483
summary As digital design and fabrication are becoming increasingly prevalent, it is essential to consider how these technologies can be made more affordable and intuitively introduced to individual designers with limited computing skills. In this paper, we present an affordable personal robotic fabrication platform, PICA, consisting of a 3D printed robotic arm with a set of controller programs. The platform allows designers with limited computational design skills to assemble motors and 3D printed parts easily and to operate it in a code-free environment with direct manipulation through 3D modeling software. With the real-time communication between 3D modeling software and this robotic fabrication platform, PICA also allows designers to efficiently change the topological properties of geometry during the fabrication process. Based on a comparative observation of several application scenarios of using PICA among two groups of architecture students, the research can be summarized as follows: 1.) The project has proved to be an affordable approach to ease the materializing process when converting a designer's initial intent from digital space to a physical prototype. 2.) Designers could be facilitated by utilizing this robotic fabrication platform, especially during the period of conceptual design.
keywords Robotic Fabrication; Design and Fabrication; Tool Development; Designer Oriented ; Ubiquitous Manufacturing
series CAADRIA
email
last changed 2022/06/07 07:58

_id ijac202018204
id ijac202018204
authors Nathansohn, Nof; Molly Mason, David Allen White, Hugh Timothy Ebdy, Yaara Yacoby, Hila Sharabi, and Lawrence Sass
year 2020
title Design for disassembly: Using temporary fabrication for land politics in the Negev
source International Journal of Architectural Computing vol. 18 - no. 2, 155-173
summary Political conflicts have increasingly displaced people from their homes, necessitating various forms of temporary structures and housing. However, these shelters are often one-size-fits-all and do not take into account the individual requirements, family structures, or cultural needs of these communities. This article explores how digital fabrication can be used to empower disenfranchised communities to act as their own architects. Because the police demolish the structures in Al Araqib every 3 weeks, the residents have to rebuild their structures, and appropriate architecture as a resistance tool, and not only as a housing solution. This circumstance allows us to develop a structure designed primarily for the condition of rapid disassembly that can additionally be produced with a low-tech setup of a mobile computer numerical control router. Through this case study with the Bedouin village Al Araqib in the Negev Desert, we introduce the term community-specific design, present our methodology for designing and fabricating a temporary structure in collaboration with the community, and outline the logistics for a future mobile infrastructure. Beyond aiding the Bedouin’s fight for justice, our intention as designers, acutely aware of the power of technology and architecture, is to harness both physical and digital tools in an effort to create innovative systems that can be leveraged by unrecognized populations struggling for cultural survival.
keywords Digital fabrication, temporary structur
series journal
email
last changed 2020/11/02 13:34

_id caadria2020_032
id caadria2020_032
authors Gu, Zhuoxing and Yang, Chunxia
year 2020
title Generation of Public Space Structure Based on Digital Multi-agent System - Taking the interaction between self-consensus "Stigmergy" particles and the old city area as an example
doi https://doi.org/10.52842/conf.caadria.2020.1.285
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 285-294
summary In the study, the ant colony behavior was simulated to establish a parametric multi-agent system with independent consensus "Stigmergy" for interaction with the site. In the experiment, the initial points of the particles correspond to the key historical buildings, and the target points correspond to the important public space nodes. Edit and adjust the motion characteristics, search features, generation and disappearance characteristics of the simulated particles to obtain the main consensus particle swarm distribution and the distributed consensus particle swarm distribution. This form has a compliant or conflicting relationship with the existing urban environment. Using the contours of the self-consensus spatial form, the particle swarm density, and the pointing relationship between the particles and the building can provide a basis for the transformation and renewal of the existing urban environment, thus forming a spatial transformation strategy that more closely matches the user behavior in the space.
keywords Multi-agent system; Particle property construction; Stigmergy; Self-consensus particles; Public space structure
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2024_4
id ecaade2024_4
authors Irodotou, Louiza; Gkatzogiannis, Stefanos; Phocas, Marios C.; Tryfonos, George; Christoforou, Eftychios G.
year 2024
title Application of a Vertical Effective Crank–Slider Approach in Reconfigurable Buildings through Computer-Aided Algorithmic Modelling
doi https://doi.org/10.52842/conf.ecaade.2024.1.421
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 421–430
summary Elementary robotics mechanisms based on the effective crank–slider and four–bar kinematics methods have been applied in the past to develop architectural concepts of reconfigurable structures of planar rigid-bar linkages (Phocas et al., 2020; Phocas et al., 2019). The applications referred to planar structural systems interconnected in parallel to provide reconfigurable buildings with rectangular plan section. In enabling structural reconfigurability attributes within the spatial circular section buildings domain, a vertical setup of the basic crank–slider mechanism is proposed in the current paper. The kinematics mechanism is integrated on a column placed at the middle of an axisymmetric circular shaped spatial linkage structure. The definition of target case shapes of the structure is based on a series of numerical geometric analyses that consider certain architectural and construction criteria (i.e., number of structural members, length, system height, span, erectability etc.), as well as structural objectives (i.e., structural behavior improvement against predominant environmental actions) aiming to meet diverse operational requirements and lightweight construction. Computer-aided algorithmic modelling is used to analyze the system's kinematics, in order to provide a solid foundation and enable rapid adaptation for mechanisms that exhibit controlled reconfigurations. The analysis demonstrates the implementation of digital parametric design tools for the investigation of the kinematics of the system at a preliminary design stage, in avoiding thus time-demanding numerical analysis processes. The design process may further provide enhanced interdisciplinary performance-based design outcomes.
keywords Reconfigurable Structures, Spatial Linkage Structures, Kinematics, Parametric Associative Design
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2020_031
id caadria2020_031
authors Kim, Nayeon and Lee, Hyunsoo
year 2020
title Visual Attention in Retail Environments - Design Analysis using HMD based VR System Integrated Eye-Tracking
doi https://doi.org/10.52842/conf.caadria.2020.1.631
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 631-640
summary The goal of this study is to understand the spatial experience of users in retail environments in an immersive virtual reality setting. This study measures the visual attention and visual merchandising cognition of users via a quantitative method. The study was conducted to assess users' visual perception arising from the visual merchandising in-store environment during virtual reality experiences. The experiment was conducted using eye-tracking methodology in a virtual reality environment. After the experiment, participants responded to questionnaire surveys to assess visual merchandising cognition in retail environments. The experiment stimuli were provided in the virtual simulation of a retail store. During the experiment, each participant wearing a head-mounted display device was asked to experience the virtual retail space. The result shows the quantitative analysis of user behavior in the retail space and which design elements attract their attention. Unlike the precedent eye-tracking studies, this research analyzes visual attention during the spatial experience of retailing in its use of virtual reality technology. The approach and findings of this research provide useful information and practical guidelines to retailers and designers who are interested in improving the retail environment in consideration of customer visual attention and spatial elements.
keywords Visual Attention; Retail Environment; Eye-tracking ; Virtual Reality; HMD (Head-Mounted Display)
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2020_060
id caadria2020_060
authors Lesna, Joanna Maria and Nicholas, Paul
year 2020
title De gradus - Programming heterogeneous performance of functionally graded bio-polymers for degradable agricultural shading structures.
doi https://doi.org/10.52842/conf.caadria.2020.2.383
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 383-392
summary This paper presents an holistic approach to the digital design and fabrication of fungi- and algae-based biopolymers, based on studies and simulations of material properties and post-fabrication behavior. The research is motivated by the problem of plastic waste, the need to create more sustainable manufacturing processes, and the opportunity for material composition and organization to be informed by performance, leading to homogenous, complex and integral architectural elements for temporary architecture of agricultural shading systems. The paper details design and specification methods for functionally graded biopolymer panels, as well as fabrication methods through the making of prototypical built elements. The research details parallel trajectories of: material exploration made out of renewable and biodegradable resources available and abundant in every habitat on the earth; advancement in tools and methods for in-situ robotic additive manufacturing of viscous bio-polymers; development of the strategy for functional grading of the material properties to optimize site specificity and material distribution, and to reduce building material waste. It presents comparative material characterizations, an integrated simulation-based approach to support the process of programming localized performance, and architectural application tested via full-scale prototypes.
keywords functionally graded material; bio-polymer; programmable matter; robotic farbication; multiscale modeling
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia20_372
id acadia20_372
authors Nelson, Cameron; Sabin, Jenny
year 2020
title Shape-Programmed Self-Assembly of Bead Structures
doi https://doi.org/10.52842/conf.acadia.2020.1.372
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 372-381.
summary This paper demonstrates the potential of a robust, low-cost approach to programmable matter using beads and string to achieve complex shapes with novel self-organizing and deformational properties. The method is inspired by the observation that beads forced together along a string will become constrained until they spontaneously rigidify. This behavior is easily observed using any household string and flat-faced beads and recalls the mechanism behind classic crafts such as push puppets. However, specific examples of architectural applications are lacking. We analyze how this phenomenon occurs through static force analyses, physical tests, and simulation, using a rigid body physics engine to validate digital prototypes. We develop a method of designing custom bead geometries able to be produced via generic 3D-printing technology, as well as a computational path-planning toolkit for designing ways of threading beads together. We demonstrate how these custom bead geometries and threading paths influence the acquired structure and its assembly. Finally, we propose a means of scaling up this phenomenon, suggesting potential applications in deployable architecture, mortarless assembly of nonfunicular masonry, and responsive architectural systems.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_198
id acadia20_198
authors Sinke Baranovskaya, Yuliya; Tamke, Martin; Ramsgaard Thomsen, Mette
year 2020
title Simulation and Calibration of Graded Knitted Membranes
doi https://doi.org/10.52842/conf.acadia.2020.2.198
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 198-207.
summary The grading of knit changes its geometrical performance and steers membrane expansion. However, knit possesses challenges of material predictability and digital simulation, due to its multiscalar complexity and anisotropic properties. Taking as a challenge the lack of digital solutions incorporating CNC-knit performance into the design model, this paper presents a novel approach for the design-integrated simulation of graded knit, informed by an empirical dataset analysis in combination with genetic optimization algorithms. Here the simulation design tool reflects the differences of industrially knitted textile panel behavior through digital mesh grading. Diversified fabric stiffness is achieved by intertwining the yarn into variegated stitch types that steer the textile expansion under load. These are represented digitally as zoned quad meshes with each segment assigned a stiffness value. Mesh stiffness values are optimized by minimizing the distance between the point clouds and the digital mesh, which are documented through deviation colored maps. This work concludes that design properties—pattern topology, stitch ratio, pattern density—play an important role in textile panel performance under load. Stiffness values derived from the optimization are higher for shallower designs and lower for the deeper cones.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2020_498
id ecaade2020_498
authors Sousa, Megg and Paio, Alexandra
year 2020
title Pattern-driven Design for Small Public Spaces - An analysis of pattern books and toolboxes
doi https://doi.org/10.52842/conf.ecaade.2020.2.491
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 491-498
summary Urban spatial patterns that can enhance the city's cultural, social, environmental, material and structural performance advance beyond the old notions of design patterns by incorporating the digital design. Pattern books such as "A Pattern Language" are revisited and toolboxes /toolkits are used in contemporary urban designs by laboratories and offices. The aim of this paper is to analyze the particularities and congruencies between some systems of patterns, pattern books, toolboxes and toolkits aimed at small public spaces, also considering the context of digital culture. The methodology proposed is the construction of a taxonomy that relates and classifies these selected patterns, by these following steps: a) selecting of patterns applicable to small public spaces; b) classification of patterns by "type" (location, behavior, processes and design components) and by "driven designs" approach (data-driven design, performance-driven design, and material- driven design) and relation to the recurrences of patterns between the systems; c) making and inserting in the taxonomy platform a table of elements and connections; d) filtering by classes for analysis. From the results obtained in the visualizations, it is possible to consider a larger volume of "location" type patterns and a smaller volume in "processes" indicating a field that can be developed.
keywords Urban patterns; urban toolbox; small public spaces; data-driven design; pattern language
series eCAADe
email
last changed 2022/06/07 07:56

_id cdrf2019_199
id cdrf2019_199
authors Ana Herruzo and Nikita Pashenkov
year 2020
title Collection to Creation: Playfully Interpreting the Classics with Contemporary Tools
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_19
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary This paper details an experimental project developed in an academic and pedagogical environment, aiming to bring together visual arts and computer science coursework in the creation of an interactive installation for a live event at The J. Paul Getty Museum. The result incorporates interactive visuals based on the user’s movements and facial expressions, accompanied by synthetic texts generated using machine learning algorithms trained on the museum’s art collection. Special focus is paid to how advances in computing such as Deep Learning and Natural Language Processing can contribute to deeper engagement with users and add new layers of interactivity.
series cdrf
email
last changed 2022/09/29 07:51

_id ijac202018203
id ijac202018203
authors Beattie , Hamish; Daniel Brown and Sara Kindon
year 2020
title Solidarity through difference: Speculative participatory serious urban gaming (SPS-UG)
source International Journal of Architectural Computing vol. 18 - no. 2, 141-154
summary This article discusses the methodology and results of the Maslow’s Palace workshops project, which engages with current debates surrounding the democratisation of digital urban design technology and stakeholder decision making, through the implementation of a speculative oriented approach to serious gaming. The research explores how serious games might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, generate social capital building and design responses and prime participants for further long-term design engagement processes through a new approach called Speculative Participatory Serious Urban Gaming. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017. Results show the approach helped participants develop shared norms, values and collective understandings of sensitive topics and develop ideas for future action through ‘collective tinkering.
keywords Participatory design, urban design, social capital, serious games
series journal
email
last changed 2020/11/02 13:34

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